Module Descriptors
APPLIED MATHEMATICS FOR GAMES
GDEV50017
Key Facts
Digital, Technology, Innovation and Business
Level 5
20 credits
Contact
Leader: Craig Weightman
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1 to UG Semester 2
Sites
  • Stoke Campus
Assessment
  • Simulation Artefact weighted at 100%
Module Details
INDICATIVE CONTENT
Students will understand the mathematical basis for physical theory, along with techniques used to simulate physical systems. This will include:


Newtonian mechanics

Forces

Translations and rotation

Kinematics

Projectiles

Collisions

Particle simulation

The Physics of solids

Springs and dampers

Probabilistic and Monte Carlo Simulations

Real-time simulations
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - (Learning Outcomes 1,2,3, and 4)

Create an artefact that will demonstrate a simulation of a range of physical and mathematical theories, in a game-based framework weighted at 100% and consisting of:

You will be presented with an essential graphics framework that you will use to set up a physics engine, to demonstrate objects interacting in a game-like scenario, as close to real world physics as possible.

You will also need to comment on how these techniques work, along with how they have been effectively implemented.

LEARNING STRATEGIES
2 * 1-hour lectures per week

2 * 2-hour practical per week
LEARNING OUTCOMES

1. Recognize the mathematical basis of physical systems, and the implications of simulating these systems in a digital game-like environment.

2. Design solutions to physics problems ready to be reflected in a computer-based simulation.

3. Construct physics simulations, based on physical and mathematical theory

4. Discuss the physical and mathematical theories used, and how they relate to computer simulation.
RESOURCES
Appropriate IDE (Visual Studio, Rider, etc)

Windows PC

Office 365

Version Control (GitHub, Plastic SCM or equivalent)

Digital Academy Forum

Digital Academy Upload
REFERENCE TEXTS
Bourg, D. M. (2013) Physics for Game Developers. 2nd edition. O’Reilly.
WEB DESCRIPTOR
Modern computer games are often required to demonstrate a close approximation of the physics of the real world. At the very least, games need to be internally consistent. In Applied Mathematics for Games students will learn the mathematics and physics of the real world and learn how they can be adapted for in-game simulation.